Improved Coatings in Blender 4.0

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  • Опубликовано: 16 ноя 2024

Комментарии • 83

  • @jordanfish
    @jordanfish Год назад +91

    I’m not sure how involved you are with the development of Blender but you’re doing a great service to both the dev team and the Blender community by explaining these features so well. Thanks!

    • @yt_bharat
      @yt_bharat Год назад +8

      well said, these are the professionals that both inspire and make things better in an app

  • @juanp.5364
    @juanp.5364 Год назад +2

    I have watched thousands of video tutorials throughout my 18+ years of CG career, and very few instructors can inspire and keep you as engaged in the lessons as you do. Amazing job, keep it up.

  • @matslarsson5988
    @matslarsson5988 Год назад +7

    Huge thanks for explaining this! Saved me time=donation

  • @binyaminbass
    @binyaminbass Год назад +2

    Your explanation was so clear I’d give it a weight of 1.0 and an IOR of 1.0003.

  • @KlausNordby
    @KlausNordby Год назад +1

    I have seen three of your videos about 4.0 today -- and I want to thank you! You are a brilliantly lucid explainer, you speak extremely clearly and your visuals concretize the theory excellently. Thank you!

  • @tomasm1233
    @tomasm1233 11 месяцев назад

    Exactly what I was looking for. I like the fact you mention, both artistic and scientific use at the same time.

  • @3dvfxprofessor
    @3dvfxprofessor Год назад +3

    You are a perfect lecturer. Your explanations are didactic gold!

  • @spectreisland5387
    @spectreisland5387 11 месяцев назад

    I´ve watched a TON of tutorials, but the level of thoroughness and competence you radiate is absolutely INSANE. 12/10. Thanks for doing this!

  • @BrentonWoods774
    @BrentonWoods774 Год назад +14

    You're clearly putting a lot of effort into these videos and l just wanted to say that I really appreciate your work man.

  • @daan3898
    @daan3898 Год назад +2

    brain started to melt with all the information, but it was well documented with visual aid and explanation. lookng forward to 4.0 and more changed to come! 🥰

  • @robertYoutub
    @robertYoutub Год назад +5

    Very well explained. The adjustment is also a step toward industrial standards, as every as render has this kind of shaders, making it easier in the future to switch shaders. Also the UI change and remembers more to what Redshift and Octane looks like in Blender. There is a lot more that need to happen in Blender, like Layer, Hierarchies, Groups etc.. but it shows that the took care about the main critics

    • @christopher3d475
      @christopher3d475  Год назад +2

      Agreed. 4.0 lays the foundation for many good things to come.

  • @Renzsu
    @Renzsu Год назад +10

    You’re one of the best at explaining these technical bits of Blender! Thanks for the hard work!

  • @baril3d
    @baril3d Год назад +1

    I love those technical videos, they are usuallly hard to find so thank you!

  • @RhollidayGames
    @RhollidayGames Год назад +10

    Thanks for sharing all this great info about the 4.0 changes in your recent videos! As a casual hobbyist I probably would have missed the true significance of these features but now I'm very excited for the update.

    • @christopher3d475
      @christopher3d475  Год назад +5

      Yeah, the changes are a big deal. Many very solid improvements.

  • @xanzuls
    @xanzuls Год назад +3

    4.0 is gonna be dope.

  • @njnjhjh8918
    @njnjhjh8918 Год назад +1

    SHININESS ON ALL THE THINGS

  • @25knightcrawler
    @25knightcrawler Год назад +1

    Wonderfully explained. I really like the fact that you didn't dumb things down 🎉

  • @mikerusby
    @mikerusby 9 месяцев назад

    I have been looking at various car shader tutorials and this is the best I have seen so far. I still don't toally understand, but am getting there :)

  • @jaredcrown5812
    @jaredcrown5812 8 месяцев назад

    These technical videos are very important, It will be helpful if you keep doing this with other topics as well. These subtle tweaks change the looks a lot. Thanks a lot.

  • @karlpelzer9485
    @karlpelzer9485 Год назад +1

    Better than anything else I've seen. Thank you!

  •  Год назад +1

    Soon you'll have 10k subscribers. Congrats! Well deserved 👍

    •  Год назад

      Oh, and BTW: In the latest 4.1 Alphas, the Coating and Sheen weight is being clamped to a max of 1.0 (even if the interface still allows higher numbers).

    • @christopher3d475
      @christopher3d475  Год назад +1

      Yeah, I read that. I guess they're trying to make it fully compatible with OpenPBR and MaterialX standards.

  • @neilmarshall5087
    @neilmarshall5087 Год назад +1

    Fantastic video. Both for the well presented information and the wonderful complete lack of music, an unwanted talking head, constant hand grabs at the screen for every editing restart and whoop whoop noises.
    If I was not already subbed, I would do so.
    Loving all these 'Professional grade' improvements Blender is getting.

  • @FarukAhmet
    @FarukAhmet Год назад +1

    Beautifully explained, thank you. Just discovered your channel two days ago and have been going through your back catalogue one by one. Your method of first explaining the underlying mechanics, then demonstrating things via comparisons makes the learning much more 'sticky' than the usual tutorials.

  • @itellyouforfree7238
    @itellyouforfree7238 Год назад +1

    these are top notch explanations

  • @yt_bharat
    @yt_bharat Год назад +1

    the intro image in the video is simply stunning, Chris you are a hard core professional user for Blender, very inspirational videos, really learn something here :) Please keep sharing more

  • @thenout
    @thenout Год назад +1

    This is golden. Thank you very very much!

  • @MarkHaldaneArt
    @MarkHaldaneArt Год назад

    A perfect explanation with great examples. Thank you!

  • @xiaoyuexu5683
    @xiaoyuexu5683 6 месяцев назад

    Wonderful!Very helpful to understand BSDF.Thanks!

  • @tbrg1965
    @tbrg1965 Год назад +1

    Your content is always well researched and articulated. I look forward to you videos. In the last several years that I have taken blender much more seriously, I haven't seen anyone else point out the actual real life implications of the various settings, and the way Cycles is being re-written to be more accurate.

  • @sudd3660
    @sudd3660 Год назад +1

    blender really needed this, i modeled a car a while back, and at the end i had to do the car paint, it never got it looking right...

  • @deepthoughtsradio
    @deepthoughtsradio Год назад +1

    Gorgeous tutorial. You have an exceptional gift.

  • @zeraun3514
    @zeraun3514 Год назад +1

    Thanks for the clear explanation and demonstration!
    Awesome stuff ♥

  • @stubman5927
    @stubman5927 Год назад +1

    i think that to show the significance of the energy conservation, you should do a white furnace test as it shows pretty clearly that energy conservation is broken (the silhouette being brighter than the env light). showing it in effect on regular scenes doesn't really show how important energy conservation is because it just simply looked like things become darker

    • @christopher3d475
      @christopher3d475  Год назад

      I did an entire video on the energy conservation problems in 3.X. But I should link to it in the description. ruclips.net/video/kgORQ5tMe2I/видео.html But you're correct, the furnace test would be a good example.

  • @brancogabriel525
    @brancogabriel525 Год назад +2

    When are we going to be treated with a full texturing course made by you, mate?

  • @tonyemenike
    @tonyemenike Год назад +1

    Thank you so much for your lectures, it’s really helped me. Thank you again. Please, do you have any videos on how to make photorealistic glass in blender? I’m not too satisfied with the glass in blender. Or Do you have tricks or tips to get photorealistic glass?
    Hope to hear from you soon, thank you.

    • @christopher3d475
      @christopher3d475  Год назад

      Yeah, glass is an area that I think could use some improvement, and in fact there is something on the to-do list called nested dialectrics that I'm hoping makes it into a 4.x release.

    • @tonyemenike
      @tonyemenike Год назад

      great, thank you.@@christopher3d475

  • @gaia35
    @gaia35 Год назад +1

    thank you for this informatio.

  • @camerbot
    @camerbot Год назад +1

    this is amazing i always wanted to understand the underlying theory behind ray tracers can you recommend any resources where i can learn all this stuff by myself?

    • @christopher3d475
      @christopher3d475  Год назад

      There are some pretty good general videos about raytracing on youtube, just to give yourself a general understanding of the technology because all raytracers work on the same basics.

  • @JRHainsworth
    @JRHainsworth Год назад +1

    If you were modelling a "patchy" coat, would that unevenness be best using the weight or the IOR?

    • @christopher3d475
      @christopher3d475  Год назад +1

      I would say it would be up to your discretion to test which one gave you the look you wanted in this case.

  • @maxleveladventures
    @maxleveladventures Год назад +1

    Thanks so much for the detailed breakdown!
    You briefly me that part of the new BSDF is using volumetric scattering. Could you expand on that a little?

    • @christopher3d475
      @christopher3d475  Год назад

      Yes, I should have elaborated on this. The algorithm simulates actual thickness for the coat layer, and if you use a tint, the degree of that tint is influence by how long the rays travel through this simulated thickness. The longer the rays travel (say at high glancing angle toward the camera), the more absorption happens and the stronger the tint effect is. It's an elegant way of applying a tint because it's following physical principles.

  • @Isaac862
    @Isaac862 11 месяцев назад

    Thank you for making this

  • @LautaroLosio
    @LautaroLosio Год назад +1

    I find myself not missing any of the videos you're releasing lately. I appreciate the deep understanding you have about this topics. I was looking around in your channel page and couldn't help but notice that your contact information has an Apple owned domain in it. Is this something you are allowed to talk about? I've always seen Apple as a great reference of what clean and professional renders should look like. Funnily, this is the same reason that made me like your content, clean and professional. I will definitely be waiting for more!

    • @christopher3d475
      @christopher3d475  Год назад

      I just happen to have an old .mac account, that's about it.

    • @LautaroLosio
      @LautaroLosio Год назад

      @@christopher3d475 LOL that's a cool email. I wasn't aware this was a thing before 2012

  • @pheeeshy
    @pheeeshy Год назад

    Absolutely love it

  • @tonyemenike
    @tonyemenike Год назад +1

    Is the light linking feature available in the 4.0 beta?

    • @christopher3d475
      @christopher3d475  Год назад

      It is. I haven't done any demonstration of it yet because every time I tried to work with the feature up until now I got a lot of crashing. But I'm going to test it again as we're now in beta.

  • @ajtatosmano2
    @ajtatosmano2 Год назад +1

    It's not directly related to this video, however could you recommend me a way to do post production of AgX still images? I use Photoshop and Affinity Photo mainly, but neither of them imports te AgX correctly. I could do grading in blender natively, but blender's image viewer is trash and I also don't like the compositor UI/tools provided. I am seriously considering to learn DaVinci Resolve for grading, but for now I am stuck with simply exporting whatever comes out of blender and work with that in PS.

    • @christopher3d475
      @christopher3d475  Год назад

      They would need to support OpenColor IO. Do a search for Adobe and OpenColor IO. I believe Adobe is starting to embrace that standard in some of its apps.

    • @ajtatosmano2
      @ajtatosmano2 Год назад

      @@christopher3d475 thanks fo the reply! Unfortunately I can't get it work in PS and has to resort using a lut....which clips the 32 bit exr renders, but still better than nothing.

  • @gottagowork
    @gottagowork Год назад

    The glass coating looked like something that would be better simulated using volume absorption. Dunno, just felt like a weird example. Maybe it would be better to show a more natural application of coated glass, like anti reflective coating on eye glasses that tend to cause that green tint on facing angles? Yeah I know those are "optical coatings" and not necessarily reflecting what a rendered coat is supposed to do, but still.
    Did you check if substrate IOR is automatically lowered for a dielectric when a coating is applied? I know there was some talk about Blender supporting "nested IORs" a while back, but I'm not sure if at least Principled was affected or the implementation was abandoned completely. Only dielectrics though, doesn't happen to metals whose (unsupported complex) "IORs" are very high anyway. Ex; bubble wrap lowered into water loose pretty much all reflectivity, whereas a metal spoon does not.

    • @christopher3d475
      @christopher3d475  Год назад

      The glass example was just to show that it affected components sitting below coating. And nested dialectrics isn't implemented yet, it's slated for a post-4.0 release. I would assume when that does get engineered they would apply it to a glass with a coating for the correct IOR configuration.

  • @EasyRiderClub_CZ
    @EasyRiderClub_CZ Год назад

    What is possible it will work as well on glass as coating i really interesting emulate Ab coating as well as in luxcore

  • @AngryApple
    @AngryApple Год назад

    your voice is so nice to listen to 😂

  • @Dryym
    @Dryym Год назад +1

    Commented this in the last iteration but Idk if you saw it so I will comment it again.
    Would you be willing to do a video on physically accurate iridescent insect shell materials like that of a beetle? This video reminded me of that. And most people achieve this effect by plugging a layer weight node into a colour ramp node. However I feel like that isn't gonna have accurate results. I'd love to see what would be a more physically accurate technique.

    • @christopher3d475
      @christopher3d475  Год назад

      What you're describing sounds like iridescence. This is a feature that was actually functioning in an early development build about a year ago in the then 'Principled V2'. I'm pretty sure it's planned for a follow up release to 4.0. It should be able to do what you're describing.

  • @spinav
    @spinav 6 месяцев назад

    That's interesting! For a car paint you're saying to turn on Metallic, but if you're painting on top, wouldn't it be non-metallic?

    • @spinav
      @spinav 6 месяцев назад

      Also amazing video explaining it all into detail, really appreciate the comparisons of each value changing!

  • @Dead_Last
    @Dead_Last Год назад +1

    Can 4.0 do thin film?

    • @christopher3d475
      @christopher3d475  Год назад

      Not yet, however there's been development work on that and I'm guessing it'll show up in a 4.x release. It was actually a working feature in an early development build of the new principled shader but it didn't make it into this release.

  • @njnjhjh8918
    @njnjhjh8918 Год назад

    energy conservation FTW

    • @christopher3d475
      @christopher3d475  Год назад

      Watch the video I just posted and you'll understand.

  • @iceseic
    @iceseic Год назад +1

    I found gold

  • @ramyissa20
    @ramyissa20 Год назад

    Can we download this shader setup you have?

    • @christopher3d475
      @christopher3d475  Год назад

      The car paint material? I show how I did it near the end of the tutorial. It's a pretty easy setup.

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 Год назад

    When downloads are be possible?

    • @christopher3d475
      @christopher3d475  Год назад

      You can download the beta now. It won't be released for another month or 6 weeks.

  • @robertYoutub
    @robertYoutub Год назад

    Actually its more a Tri SDF then a Bi SDF… but thats another thing

    • @christopher3d475
      @christopher3d475  Год назад

      Yeah, you could argue a bit about the nature of the scattering functions, but I included 4 since they're layered on top of each other and are conserving. That's more what I was interested in conveying.

  • @TheRumpletiltskin
    @TheRumpletiltskin Год назад

    Lightmode blender!? omg... blasphemy.